The progress you put out is phenomenal and inspiring! I just love the excitement and you always have something great to show!

My one question at current is if players are going to have to handle gravity wells. There's this dramatic image I really like of having to route all power to thrusters to escape a planet's gravitational hold, perhaps using it as a sort of slingshot. Furthermore, are we going to be able to land on planets and set up bases (or trading posts or anything else)?

Superb! Well what else am I going to say? It was a very impressive video.Voice-over was probably the best yet (everyone's a critic). The music was just right for the calm flying around you were doing. Good to hear it working so well. I did notice that your accuracy in asteroid shooting has suffered a decline. You also need to remember your Freelancer days when you were flying in dense asteroid fields. Never take your eyes off them. If you had hit that big one (14.60) whilst fiddling with your menus you would never have lived to finish LT. Just saying!

Hey thanks for the positivity everyone! I just woke up from a well-deserved nap ;)

@Victor - It really is a tragedy...I've been so fixated on coding lately that I've really let my asteroid-hunting skills decline D:

@rightfulError - Well, sorry to disappoint, but the emphasis in LT is actually not on "realistic" astrophysics, so I don't think we'll see planetary gravity wells and orbital slingshots. However, yes, you can land on planets and set up bases! :)

@Alter Ego - This has been discussed quite a bit on the forums, and my answer there is - due to technical limitations, asteroids in general can't be mobile. The cost of a moving object is far greater to the physics engine, and it just wouldn't be able to manage if all of those rocks were movable (which, of course, they would need to be in order to rotate). Now, it's still possible that we can add some "special" rotating rocks for scenery, but they would have to be scarce compared to the fixed ones.

Talking about using the same high-level simulation to provide the AI the ability to reason about the universe and the implications of their actions within it, underscored by that fantastic atmospheric track? Goosebumps, literally.

Superbacker

My goodness. As excellent as the game looks, I can hardly believe I find myself more excited about the interface than nearly everything else on display here. The music is a close runner-up.

I guess I've been so confident that the gameplay and mechanics were destined to be good that the things that a select few games get right--the UI experience and the music--are suddenly what I'm appreciating most.